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From Sun Tzu to XBox

From Sun Tzu to XBox
Author: Ed Halter
Publisher: Public Affairs
Total Pages: 364
Release: 2006
Genre: Games
ISBN: 9781560256816

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A history of the relationship between games and military culture traces gaming's origins in ancient civilizations and rise in the modern world, in an account that covers such topics as nineteenth-century Kriegspiel, the development of computers during World War II, and the invention of video games by Department of Defense-funded scientists. Original.


War Play

War Play
Author: Corey Mead
Publisher: Houghton Mifflin Harcourt
Total Pages: 221
Release: 2013
Genre: Computers
ISBN: 0544031563

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An expert on military innovation reveals how video games are revolutionizing warfare from the battlefield to the highest echelons of the Pentagon.


Light It Up

Light It Up
Author: John Pettegrew
Publisher: JHU Press
Total Pages: 229
Release: 2015-11-15
Genre: History
ISBN: 1421417863

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Examines the U.S. Marines’ visual culture of combat in the Iraq War. American military power in the War on Terror has increasingly depended on the capacity to see the enemy. The act of seeing—enhanced by electronic and digital technologies—has separated shooter from target, eliminating risk of bodily harm to the remote warrior, while YouTube videos eroticize pulling the trigger and video games blur the line between simulated play and fighting. Light It Up examines the visual culture of the early twenty-first century military. Focusing on the Marine Corps, which played a critical part in the invasion and occupation of Iraq, John Pettegrew argues that U.S. military force in the Iraq War was projected through an “optics of combat.” Powerful military technology developed in the Iraq and Afghanistan wars has placed war in a new posthuman era. Pettegrew’s interviews with marines, as well as his analysis of first-person shooter videogames and combat footage, lead to startling insights into the militarization of popular digital culture. An essential study for readers interested in modern warfare, policy makers, and historians of technology, war, and visual and military culture.


Mixed Realism

Mixed Realism
Author: Timothy J. Welsh
Publisher: U of Minnesota Press
Total Pages: 196
Release: 2016-12-15
Genre: Social Science
ISBN: 1452952019

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Mixed Realism is about how we interact with media. Timothy J. Welsh shows how videogames, like novels, both promise and trouble experiences of “immersion.” His innovative methodology offers a new understanding of the expanding role of virtuality in contemporary life. Today’s wired culture is a mixed reality, conducted as exchanges between virtual and material contexts. We make balance transfers at an ATM, update Facebook timelines, and squeeze in sessions of Angry Birds on the subway. However, the “virtual” is still frequently figured as imaginary, as opposed to “real.” The vision of 1990s writers of a future that would pit virtual reality against actual reality has never materialized, yet it continues to haunt cultural criticism. Our ongoing anxiety about immersive media now surrounds videogames, especially “shooter games,” and manifests as a fear that gamers might not know the difference between the virtual world and the real world. As Welsh notes, this is the paradox of real virtuality. We understand that the media-generated virtualities that fill our lives are not what they represent. But what are they if they are not real? Do they have presence, significance, or influence exceeding their material presence and the user processes that invoke them? What relationships do they establish through and beyond our interactions with them? Mixed Realism brims with fresh analyses of literary works such as Truman Capote’s In Cold Blood and Mark Z. Danielewski’s House of Leaves, along with sustained readings of controversial videogames such as Super Columbine Massacre and Call of Duty: Modern Warfare 2. Continually connecting the dots between surprising groupings of texts and thinkers, from David Foster Wallace to the cult-classic videogame Eternal Darkness and from Cormac McCarthy to Grand Theft Auto, it offers a fresh perspective on both digital games and contemporary literature.


Horrors of War

Horrors of War
Author: Cynthia J. Miller
Publisher: Rowman & Littlefield
Total Pages: 337
Release: 2015-05-14
Genre: Performing Arts
ISBN: 1442251123

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Battlefields have traditionally been considered places where the spirits of the dead linger, and popular culture brings those thoughts to life. Supernatural tales of war told in print, on screen, and in other media depict angels, demons, and legions of the undead fighting against—or alongside—human soldiers. Ghostly war ships and phantom aircraft carry on their never-to-be-completed missions, and the spirits—sometimes corpses—of dead soldiers return to confront the enemies who killed them, comrades who betrayed them, or leaders who sacrificed them. In Horrors of War: The Undead on the Battlefield, Cynthia J. Miller and A. Bowdoin Van Riper have assembled essays that explore the meaning and significance of these tales. Among the questions that the volume seeks to answer are: How do supernatural stories engage with cultural attitudes toward war? In what ways do these stories reflect or challenge the popular memories of particular wars? How do they ask us to think again about battlefield heroism, military ethics, and the politics of sacrifice? Divided into four sections, chapters examine undead war stories in film (Carol for Another Christmas, The Devil’s Backbone), television (The Twilight Zone), literature (The Bloody Red Baron, Devils of D-Day), comics (Weird War Tales, The Haunted Tank), graphic novels (The War of the Trenches), and gaming (Call of Duty: World at War). Featuring contributions from a diverse group of international scholars, these essays address such themes as monstrous enemies and enemies made monstrous, legacies and memories of war, and the war dead who refuse to rest. Drawing together stories from across wars, branches of service, and generations of soldiers—and featuring more than fifty illustrations—Horrors of War will be of interest to scholars of film, popular culture, military history, and cultural history.


Encyclopedia of Video Games [3 volumes]

Encyclopedia of Video Games [3 volumes]
Author: Mark J. P. Wolf
Publisher: Bloomsbury Publishing USA
Total Pages: 1365
Release: 2021-05-24
Genre: Games & Activities
ISBN: 1440870209

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Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.


American Studies Encounters the Middle East

American Studies Encounters the Middle East
Author: Alex Lubin
Publisher: UNC Press Books
Total Pages: 339
Release: 2016-08-24
Genre: Political Science
ISBN: 1469628856

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In the field of American studies, attention is shifting to the long history of U.S. engagement with the Middle East, especially in the aftermath of war in Iraq and in the context of recent Arab uprisings in protest against economic inequality, social discrimination, and political repression. Here, Alex Lubin and Marwan M. Kraidy curate a new collection of essays that focuses on the cultural politics of America's entanglement with the Middle East and North Africa, making a crucial intervention in the growing subfield of transnational American studies. Featuring a diverse list of contributors from the United States, the Arab world, and beyond, American Studies Encounters the Middle East analyzes Arab-American relations by looking at the War on Terror, pop culture, and the influence of the American hegemony in a time of revolution. Contributors include Christina Moreno Almeida, Ashley Dawson, Brian T. Edwards, Waleed Hazbun, Craig Jones, Osamah Khalil, Mounira Soliman, Helga Tawil-Souri, Judith E. Tucker, Adam John Waterman, and Rayya El Zein.


The Silence of Fallout

The Silence of Fallout
Author: Michael Blouin
Publisher: Cambridge Scholars Publishing
Total Pages: 290
Release: 2014-09-26
Genre: Literary Criticism
ISBN: 1443868035

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This collection asks how we are to address the nuclear question in a post-Cold War world. Rather than a temporary fad, Nuclear Criticism perpetually re-surfaces in theoretical circles. Given the recent events at the Fukushima Daiichi nuclear plant in Japan, the ripple of anti-nuclear sentiment the event created, as well as the discursive maneuvers that took place in the aftermath, we might pause to reflect upon Nuclear Criticism and its place in contemporary scholarship (and society at-large). Scholars who were active in earlier expressions of Nuclear Criticism converse with emergent scholars likewise striving to negotiate the field moving forward. This volume revolves around these dialogic moments of agreement and departure; refusing the silence of complacency, the authors renew this conversation while taking it in exciting new directions. As political paradigms shift and awareness of nuclear issues manifests in alternative forms, the collected essays establish groundwork for future generations caught in a perpetual struggle with legacies of the nuclear.


Enacting Platforms

Enacting Platforms
Author: James Malazita
Publisher: MIT Press
Total Pages: 245
Release: 2024-07-02
Genre: Games & Activities
ISBN: 0262379066

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An analysis of the game engine Unreal through feminist, race, and queer theories of technology and media, as well as a critique of the platform studies framework itself. In this first scholarly book on the Unreal game engine, James Malazita explores one of the major contemporary game development platforms through feminist, race, and queer theories of technology and media, revealing how Unreal produces, and is produced by, broader intersections of power. Enacting Platforms takes a novel critical platform studies approach, raising deeper questions: what are the material and cultural limits of platforms themselves? What is the relationship between the analyst and the platform of study, and how does that relationship in part determine what “counts” as the platform itself? Malazita also offers a forward-looking critique of the platform studies framework itself. The Unreal platform serves as a kind of technical and political archive of the games industry, highlighting how the techniques and concerns of games have shifted and accreted over the past 30 years. Today, Unreal is also used in contexts far beyond games, including in public communication, biomedical research, civil engineering, and military simulation and training. The author’s depth of technical analysis, combined with new archival findings, contributes to discussions of topics rarely covered in games studies (such as the politics of graphical rendering algorithms), as well as new readings of previously “closed” case studies (such as the engine’s entanglement with the US military and American masculinity in America’s Army). Culture, Malazita writes, is not “built into” software but emerges through human practices with code.


Telling It Like It Wasn’t

Telling It Like It Wasn’t
Author: Catherine Gallagher
Publisher: University of Chicago Press
Total Pages: 368
Release: 2018-01-26
Genre: Literary Criticism
ISBN: 022651255X

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Inventing counterfactual histories is a common pastime of modern day historians, both amateur and professional. We speculate about an America ruled by Jefferson Davis, a Europe that never threw off Hitler, or a second term for JFK. These narratives are often written off as politically inspired fantasy or as pop culture fodder, but in Telling It Like It Wasn’t, Catherine Gallagher takes the history of counterfactual history seriously, pinning it down as an object of dispassionate study. She doesn’t take a moral or normative stand on the practice, but focuses her attention on how it works and to what ends—a quest that takes readers on a fascinating tour of literary and historical criticism. Gallagher locates the origins of contemporary counterfactual history in eighteenth-century Europe, where the idea of other possible historical worlds first took hold in philosophical disputes about Providence before being repurposed by military theorists as a tool for improving the art of war. In the next century, counterfactualism became a legal device for deciding liability, and lengthy alternate-history fictions appeared, illustrating struggles for historical justice. These early motivations—for philosophical understanding, military improvement, and historical justice—are still evident today in our fondness for counterfactual tales. Alternate histories of the Civil War and WWII abound, but here, Gallagher shows how the counterfactual habit of replaying the recent past often shapes our understanding of the actual events themselves. The counterfactual mode lets us continue to envision our future by reconsidering the range of previous alternatives. Throughout this engaging and eye-opening book, Gallagher encourages readers to ask important questions about our obsession with counterfactual history and the roots of our tendency to ask “What if...?”